[QUOTE=BynaryCobweb;43397]I’m currently building a library that uses Vulkan for computing, and I would like to know what language can I use for my computing shaders
(I’m currently using GLSL and this is fine, but I would like to know what are the alternatives, and the advantages / drawbacks of them)[/QUOTE]
OpenCL, though not “out of the box”. This tool (clspv) is required. I haven’t tried it myself, it’s a prototype but it looks as though it is being actively used and developed.
Given this announcement it looks as though at some time in the future OpenCL will be “the” language to use for Vulkan GPGPU, and even for general graphics tasks … though the statement is vague and doesn’t seem to have been elucidated on since.
I think it would be a fantastic idea to fully integrate OpenCL into Vulkan for use in all existing shader stages, and even for pipeline customisations not currently supported by any shader type. It’s already a much nicer and more expressive language than glsl, and the moves towards supporting a large subset of C++ syntax and features can only improve this. The latest OpenCL 2 features (though not supported on all current hardware) also go a long way towards extending the scope of OpenCL from a “passive” language (invoked from host to crunch numbers) to an “interactive” language which can communicate with the host and to some extent can control overall program flow.